﻿Shader "Custom/Transform UnlitShader" {
	Properties{
		_Color("Color", Color) = (1,1,1,1)
		_Glossiness("Smoothness", Range(0,1)) = 0.5
		_Metallic("Metallic", Range(0,1)) = 0.0
	}
		SubShader{
		Tags{ "RenderType" = "Opaque" }
		Tags{ "Queue" = "Transparent+2000" }
		LOD 200
		ZTest Always ZWrite On

		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows 

		// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0


   struct Input {
		float2 uv_MainTex;
	};

	half _Metallic;
	fixed4 _Color;

	void surf(Input IN, inout SurfaceOutputStandard o) {
		// Albedo comes from a texture tinted by color
		fixed4 c = _Color;
		o.Albedo = c.rgb;
		// Metallic and smoothness come from slider variables
		//o.Metallic = _Metallic;
		//o.Smoothness = 0;
		o.Alpha = c.a;
	}
	ENDCG
	}
		FallBack "Diffuse"
}
